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New Perk Ideas for Generators

Here are some abilities that could get packaged in one or multiple perks.

Survivor:

Perk: While the survivor is working on this generator, that gen's red aura isn't visible to the killer, and the sound of its progress is greatly reduced. [The first part of this perk was suggested by someone on HybridPanda's twitch stream.]

Killer

Perk 1. A hex perk that gains tokens somehow. When it reaches full tokens, the killer can flip a completed generator back to needing to be completed. Likely not back to 0%, but something like 75-80% would be doable. [This perk was suggested by a Reddit user].

Perk 2. For a set duration (say, 30 seconds), a killer can prevent one generator from progressing.

Balance: I realize this is really powerful. There are a few ways to possibly adjust it. It could be token based, building up from each gen kicked. Also while in the "can't be worked on" state, its progress cannot go backwards like a normal kicked gen. Perks like Overcharge and Pop Goes the Weasel are not applied when this effect is used. Still, it may be too powerful, and suitable for a killer with a Power that lets them sabotage objects in this manner.

Comments

  • Hodderfodder
    Hodderfodder Member Posts: 164

    Note about the first perk:

    It differs from Technician in that Technician reduces the range a killer can hear a survivor is working on the generator. This one doesn't relate to range or the sound of a survivor worked on it, but how you can tell a gen is close to being finished by how loud it's chugging. Thus if you want to be the Gen Ninja, you run this perk AND technician.

  • ChesterTheMolester
    ChesterTheMolester Member Posts: 2,771
    edited August 2018
    The first perk is horrible as gens are easy to spot cause of the big lights and the Killer can memorize the positions of the gens. It'd be like a tracking perk for Killer as he would know when someone is working on what gen cause lack of aura.
  • TheLegendDyl4n1
    TheLegendDyl4n1 Member Posts: 1,493

    @Hodderfodder said:
    Here are some abilities that could get packaged in one or multiple perks.

    Survivor:

    Perk: While the survivor is working on this generator, that gen's red aura isn't visible to the killer, and the sound of its progress is greatly reduced. [The first part of this perk was suggested by someone on HybridPanda's twitch stream.]

    Killer

    Perk 1. A hex perk that gains tokens somehow. When it reaches full tokens, the killer can flip a completed generator back to needing to be completed. Likely not back to 0%, but something like 75-80% would be doable. [This perk was suggested by a Reddit user].

    Perk 2. For a set duration (say, 30 seconds), a killer can prevent one generator from progressing.

    Balance: I realize this is really powerful. There are a few ways to possibly adjust it. It could be token based, building up from each gen kicked. Also while in the "can't be worked on" state, its progress cannot go backwards like a normal kicked gen. Perks like Overcharge and Pop Goes the Weasel are not applied when this effect is used. Still, it may be too powerful, and suitable for a killer with a Power that lets them sabotage objects in this manner.

    perk 1 might be too hard like what if the hatch is open would it close it? perk 2 it is okay unless only one generator is needed to be completed. the survivor one i like but maybe not lesson the generator noise it would already be pretty OP